Glory Glow (30'R, 4 turns)- each of these candles is tied to an alignment. All within the radius of the candle light of the same alignment are +2 to saving throws and attack rolls.

Robber's Wick (10'R, 12 turns)- only the bearer of this candle benefits from it's illumination.

Company Candle (30'R, 8 turns)- only those within the radius of the light can see the candle light.

Revealing Candle (20'R, 4 turns)- all invisible creatures and features within the illumination will be revealed. Invisibility is not canceled by being revealed the invisibility is simply non-functional within the radius of the revealing candles light.

Firefly Taper (30'R, 12 turns)- once lit the candle will transform into dancing lights that will follow the caster for 12 turns. The lights can only be dispelled they may not be extinguished.

Ever-lit Candle (20'R,unlimited)- this candle will burn indefinitely and can not be extinguished outside of the use of counter-magic unless it's command word is known. It must still be lit by a flame.

Warding Taper (30'R, 4 turns)- different types of this spell protect against a variety of foes and forces then to save or flee beyond the radius of the light. It offers +2 to saves against attacks such creatures may launch from beyond the radius and causes them to suffer a -2 to attack rolls even if they save vs the illumination.

Paralyzing Candle (20'R. 12 turns)- all who enter the illumination of this candle must save vs paralysis or be paralyzed in place until the candle is extinguished.

Sleep Candle (20'R, 8 hours)- all who enter the illumination of this candle must save vs spells or fall into a slumber until the candle is extinguished.

About Me

A RPG player who thinks he has something to share. Discovered wargaming at the age of 9 or so thanks to Avalon Hill. Started playing D&D in the later days of the 70's as one of those annoying kids and currently games with spouse, family and friends.